var game = new Phaser.Game(800, 600, Phaser.AUTO, '', { preload: preload, create:
create, update: update });
var player;
var platform;
var cursors;
var stars;
var score = 0;
var scoreText;

function preload() {

game.load.image('sky', 'assets/sky.png');
game.load.image('ground', 'assets/platform.png');
game.load.image('star', 'assets/star.png');
game.load.spritesheet('dude', 'assets/dude.png', 32, 48);

}

var platforms;

function create() {

// A simple background for our game
game.add.sprite(0, 0, 'sky');
// The platforms group contains the ground and the 2 ledges we can jump on
platforms = game.add.group();
// Here we create the ground.
var ground = platforms.create(0, game.world.height - 64, 'ground');
// Scale it to fit the width of the game (the original sprite is 400x32 in size)
ground.scale.setTo(2, 2);
// This stops it from falling away when you jump on it
ground.body.immovable = true;
// Now let's create two ledges
var ledge = platforms.create(400, 400, 'ground');
ledge.body.immovable = true;
ledge = platforms.create(-150, 250, 'ground');
ledge.body.immovable = true;

// The player and its settings
player = game.add.sprite(32, game.world.height - 150, 'dude');

// Player physics properties. Give the little guy a slight bounce.
player.body.bounce.y = 0.2;
player.body.gravity.y = 6;
player.body.collideWorldBounds = true;

// Our two animations, walking left and right.
player.animations.add('left', [0, 1, 2, 3], 10, true);
player.animations.add('right', [5, 6, 7, 8], 10, true);

cursors = game.input.keyboard.createCursorKeys();

stars = game.add.group();
// Here we'll create 12 of them evenly spaced apart
for (var i = 0; i < 12; i++)
{
// Create a star inside of the 'stars' group
var star = stars.create(i * 70, 0, 'star');
// Let gravity do its thing
star.body.gravity.y = 6;
// This just gives each star a slightly random bounce value
star.body.bounce.y = 0.7 + Math.random() * 0.2;
}

scoreText = game.add.text(16, 16, 'score: 0', { fontSize: '32px', fill: '#000' });

}

function update() {

// Collide the player and the stars with the platforms
game.physics.collide(player, platforms);
game.physics.collide(stars, platforms);

game.physics.overlap(player, stars, collectStar, null, this);

// Reset the players velocity (movement)
player.body.velocity.x = 0;
if (cursors.left.isDown)
{
// Move to the left
player.body.velocity.x = -150;
player.animations.play('left');
}
else if (cursors.right.isDown)
{
// Move to the right
player.body.velocity.x = 150;
player.animations.play('right');
}
else
{
// Stand still
player.animations.stop();
player.frame = 4;
}

// Allow the player to jump if they are touching the ground.
if (cursors.up.isDown && player.body.touching.down)
{
player.body.velocity.y = -350;
}

}

function collectStar (player, star) {

// Removes the star from the screen
star.kill();
// Add and update the score
score += 10;
scoreText.content = 'Score: ' + score;

}